pleasenoname Posted April 8, 2012 Share Posted April 8, 2012 I went into mesh of a creature in blender and selected all the meshes in the head, grabbed it, rotated, sheared the head to the correct spot. I exported the mesh to the OMOD folder I made for it. It isn't appearing in game. This is just a rough edit to see what it looks like in game. What step am I missing to make it appear in game? Link to comment Share on other sites More sharing options...
alonsomartinez Posted April 8, 2012 Share Posted April 8, 2012 (edited) Make sure the nif file does not have multiple scene roots. Also, make sure you have a normal map. http://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif If that does not work, I can take a look at the mesh for you. Edit : Did you make a mod out of it? I may have misread, but you have to make a mod out of it with the Construction Set. Edited April 8, 2012 by alonsomartinez Link to comment Share on other sites More sharing options...
Nephenee13 Posted April 8, 2012 Share Posted April 8, 2012 You need to give more details about precisely what you were doing, what mesh you were doing it to, and what, exactly you mean by "exported to OMOD folder" Link to comment Share on other sites More sharing options...
pleasenoname Posted April 8, 2012 Author Share Posted April 8, 2012 (edited) Make sure the nif file does not have multiple scene roots. Also, make sure you have a normal map. http://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif If that does not work, I can take a look at the mesh for you. Edit : Did you make a mod out of it? I may have misread, but you have to make a mod out of it with the Construction Set. I am editing an existing mesh. I edited it and put it back with the same name to write over the old NIF file. Since it has the same name I didn't think that I had to go into the CS. I packaged it as a OMOD to have it seperate from the original BSA in the data folder. The OMOD works for application of the texture I slapped together. Not sure where to look for root scenes and what they look like. Post an extreme close up picture of one and I can figure it out. I made a quick texture and left the original normal map as is(n_dds). Couldn't get FRAPS to work so I used my video camera to show what I did and have posted at youtube at: 5:05 is where the real moving of the head takes place Should I send you a .blend file of it or the exported .nif or both? after looking in Nifskope; there is a zero on the top of the list followed by NiNode and the value says Scene Root. I only see one zero.However I do notice that the original 21NiNode says "Bip02 L Foot", While my edited version says 21 NiNode"Bip02 Neck1". It continues with differences down the list after that. I assume this is because I moved some meshes Edited April 8, 2012 by pleasenoname Link to comment Share on other sites More sharing options...
pleasenoname Posted April 8, 2012 Author Share Posted April 8, 2012 You need to give more details about precisely what you were doing, what mesh you were doing it to, and what, exactly you mean by "exported to OMOD folder"I wrote to "Mondstein" the one who had uploaded "Orion the OX" and asked if I could transform it into a bison. She said yes, so I began the attempt to alter the ox2.nif for that mod In blender I selected only the face area of the meshes of an Ox Mesh Moved the face to the correct position with transform-grab and transform-rotate and transform shear. Then I exported that. Exported to OMOD folder means: I put the edited ox2.nif in the OMOD folder I had made to contain all the same files as the original mod. The OMOD would overwrite the original mod(As it had done with my quick edit of the cow2_black.dds texture file). above I have posted a youtube video showing the process I went through. Sorry for the low quality had to use camera, because FRAPS won't work for me. I may have had initial trouble selecting the area to grab. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted April 9, 2012 Share Posted April 9, 2012 (edited) We really need to see a NIF, as it's always very simple to mess up the NIF tree's structure beyond a point at which the game will accept it, whereas NifSkope is far more forgiving in this regard. There were some... unusual things in your alteration process as well, but I couldn't even read import or export settings in the video. I know one wrong button checked or not checked here messes it up already, but it's hard to see which actual buttons were checked and which not (I'm comparing your checked buttons to my Blender's now to see what their text is, but if our NIF Scripts' versions differ, that's futile)... and once you loaded the previous edit things, we lost all track of your previous steps you might have done to this one anyways. So we need to see the NIF tree, best you give us the exported NIF which isn't working, to spot what's gone wrong at some point of the process. Edited April 9, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
alonsomartinez Posted April 10, 2012 Share Posted April 10, 2012 Also, could you send the original file, as well as the skeleton file for the creature? Link to comment Share on other sites More sharing options...
pleasenoname Posted April 10, 2012 Author Share Posted April 10, 2012 (edited) We really need to see a NIF, as it's always very simple to mess up the NIF tree's structure beyond a point at which the game will accept it, whereas NifSkope is far more forgiving in this regard. There were some... unusual things in your alteration process as well, but I couldn't even read import or export settings in the video. I know one wrong button checked or not checked here messes it up already, but it's hard to see which actual buttons were checked and which not (I'm comparing your checked buttons to my Blender's now to see what their text is, but if our NIF Scripts' versions differ, that's futile)... and once you loaded the previous edit things, we lost all track of your previous steps you might have done to this one anyways. So we need to see the NIF tree, best you give us the exported NIF which isn't working, to spot what's gone wrong at some point of the process. Yes I am beginning to learn. I completed the make a sword tutorial today (pt. 1). So I just learned how to work with the blender geometry better (after I made that video). Next, will be learning how to make a UV map. Okay here is the ox2.nif (prealtered), ox2.nif(altered) and the skeleton.nif as AlonsoMartinez requested: http://www.mediafire.com/?nw48b2c5b8r2c3n http://www.mediafire.com/?ytub9cu6s34yq4y http://www.mediafire.com/download.php?aarajqbsucm87jz http://www.mediafire.com/?2vdez8bdzlj7bi9 I will include the blend file just in case. Original mod here: http://tes.nexusmods.com/downloads/file.php?id=28510 Edited April 10, 2012 by pleasenoname Link to comment Share on other sites More sharing options...
pleasenoname Posted April 10, 2012 Author Share Posted April 10, 2012 (edited) Also, could you send the original file, as well as the skeleton file for the creature?Okay those files are posted above. Edited April 10, 2012 by pleasenoname Link to comment Share on other sites More sharing options...
pleasenoname Posted April 18, 2012 Author Share Posted April 18, 2012 I found out why I couldn't get the mesh into the game; I had picked (because it was the first folder I saw) the "My Videos" folder to package the OMOD inside of (in its own folder) and Windows 7 has features that don't allow alteration/machine code to run of content in the personal folders within "My Documents", such as "My Videos". Every time the game tried to use the working mesh Windows 7 blocked it (I think its like DEP). I just moved the mod's folder to the desktop and remade a new OMOD for it and the mesh showed up immediately. Silly me. Link to comment Share on other sites More sharing options...
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